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马浩云

伦敦大学亚非学院

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硕士论文2024

Exhibiting a Multidimensional Image of Addicted Gamers: An Ethnography of CSGO Gamers in China

网络游戏成瘾在世界各地的不同文化中往往被打上危险的标签,这一现象在东南亚国家中尤为明显。本文将网络游戏成瘾视为一种蕴含着危险因素的审美活动,在半边界的框架下,探寻了游戏自身所存在的不确定因素和确定因素对于玩家的吸引力。当玩家过于沉浸时,可能产生不好的影响,但是玩家作为具有能动性的主体可以及时自我调节,使游戏再次成为一种良性的活动。同时,本文将网络游戏成瘾放置于更广泛的环境之中,探讨社交、家庭和社会对于成瘾玩家的影响,最终发现中国社会存在由新技术恐慌和社会焦虑而产生的对于网络游戏和成瘾玩家的道德恐慌。 3 Introduction With the continuous development of the Internet, online games, as an extension of Internet technology, have attracted more and more attention from policymakers, scholars and the general public. According to Statista, by 2022, about 5.3 billion people worldwide will be using the Internet1, and the number of video game players is expected to reach 3.07 billion in 20232. In China, according to the report released by CNNIC in 2022, by June 2022, a total of 1.05 billion people were using the Internet in China, with the Internet penetration rate reaching 74.4%. The number of online game users in China has reached 552 million, accounting for 52.6% of the total number of Internet users in China3. It can be seen that the Internet has gradually become a significant tool in people's daily lives. In addition, the Internet provides a new place for real people to spend their time (Whang & Chang 2004). Howard et al. (2001) provides an analogy by referring to the Internet as "third spaces", such as a café where people spend long periods. Online games also attract players to spend time in the virtual space, and many players have shown their love and reliance on online games. As the number of people playing online games has grown, behavioural addictions such as Internet Gaming Disorder (IGD) have been gaining interest from researchers and clinicians. American Psychiatric Association created a category of behavioural addictive disorders in the 1 Number of internet users worldwide 2005-2022. Statista (available on-line: https:

#游戏研究
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